JJxtra 1.1

General talk about editing, cheating, and deprotecting maps.

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YellowAfterlife
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JJxtra 1.1

Post by YellowAfterlife »

This is my small, wonderfull modification off JJCP 1.24.
My primary targets were making it more effective, take less place (both filesize and linecount), and increasing number of commands.

So, changes:
1. Initialisation functions were shortened. (you may remember that I have already posted a note about shortening S2R init)
2. Variables were renamed. Now the probability that cheatpack will *randomly* not work on a specific map (due to variable\function name conflict) is sligtly lower.
3. Activator was moved to SiColors[16].
4. Some new commands were added (look lower)
4+. Some of older function are now 'MUI'. That means that you can enable hear\mh\tele\mana\etc for other player.
5. Rewrote the readme (w/ function list)
6. Fixed some of lossy command functions.
Spoiler for New functions:
-zv XX YY - player YY will see what player XX does
-xv XX YY - anti-zv
-za XX YY - makes player XX threat YY as ally. This will not make player YY threat XX as ally.
-xa XX YY - anti-za
-zs XX YY - grants player YY control over XX's units.
-xs XX YY - anti-zs
-imp XX - impersonate player XX in your next message (like ip. in FAI)
-imp XX (name) - your next message will appear to be sent by player, named (name), with color XX
-quit XX - throws specified player into main menu (victory-based)
-msg XX (msg) - like -say, but shows your message *only* to player XX.
-range XX Y - shows (for you) range of Y around the currently selected unit(s) for XX seconds.
-veccoRRRGGGBBBAAA - sets unit vertex color & transparency (i.e -vecco100 50 50 25 will make a unit reddish and 1/4 transparent)
-adm (list) - adds multiple abilities to unit. Ones must be separated with one space (i.e -adm AItx AItf)
-rcd - refreshes ability cooldowns for unit.
-spu XX (list) - spawns multiple units for player XX. Unit ID's must be separated with one space.
Spoiler for Improvements:
Some functions now have optional parameters:
-hear XX
-nohear XX
-fast XX
-nofast XX
-ufast XX
-noufast XX
-bfast XX
-nobfast XX
-tele XX
-note XX
-mh XX
-nomh XX
-mana XX
-nomana XX
-nocd XX
-cdon XX
All of these are now Force-based. So you will never encounter issues because of typing -fast twice, or using -hear for multiple players.
Note: you may also enable any of above for neutral players.

-itemid X - will show itemcode of item in slot X
For commands that take player as argument (i.e. "red") you may also specify "neutral" for player 15 (critters) and "hostile" for player 12 (creeps).
For commands that take player color you may also use "black"
String code system was changed a bit. Now "{" equals to "|cff", "}" equals to "|r" and "#" equals to "|" (just in case you'll find some other use for these.
Example of new code system usage: "-say {FFCC00Map}: Pathetic fools... you are playing a cheated map!"

function main() part is now simplier. It's just one line (function call), which you may insert either after local's, in the middle of other function calls, or at the end of main()
Activator.
You may find\change activator in SiColors[17]. It is arrow-key based.
"L" = Left arrow
"R" = Right arrow
"U" = Up arrow
"D" = Down arrow
Default activator is:
act.png
(p.s. you may change success-message by editing SiColors[18])
Spoiler for Changelog:
Version 1.1
Added -msg command
Renamed -color to -vecco because of conflict with -colors
Fixed the sad leak of -range function, which caused desync
Wrote the Readme.j
Version 1.0:
Most of changes and additions done.
Spoiler for Files in archive:
Globals.j - code to put somewhere between map's "globals" and "endglobals".
EndGlobals.j - code to put after "endglobals". It is not required to put it *right* after "endglobals", but you must put it before function main()
Main.j - code to paste somewhere in function main(). Read "Improvements" for information on that.
Readme.j - the full readme file with fairly good descriptions of each and every command.
RefTwo.j - only for editors\developers\people who want to further edit this cheatpack. Contains information about variable meanings.
Spoiler for Special thanks:
Since this is based on JJCP with arrow key activator, sure I have to copy special thanks from there:

Code: Select all

Idea by:
matchai and Senethior469
Written by:
Ozzapoo
Special thanks to:
qweasd011 and Fatherspace
Special thanks to InitialD, since FAI cheatpack was used as a reference for some of the functions.
(to be edited if 'testers' will allow mentioning them here)
Comments are welcome.
Have a nice day :)
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iTz_WaR
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Re: JJxtra 1.1

Post by iTz_WaR »

Wow, nice.
GeorgeMots
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Re: JJxtra 1.1

Post by GeorgeMots »

I got to admit this is a very nice modification. Well done.
http://slowbro.org/
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Spoiler:
(03:36:55) xkiska: im too much of a dumbass to understand this
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Lanaya
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Re: JJxtra 1.1

Post by Lanaya »

Beautiful.
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royalsymbol
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Joined: June 19th, 2010, 2:17 pm

Re: JJxtra 1.1

Post by royalsymbol »

Lanaya or anyone, how do i edit this cp and make the activator something like this?

Code: Select all

set udg_Lanayaz_act = ( udg_Auto[5] + ( udg_Auto[1] + ( udg_Auto[2] + ( udg_Auto[3] + ( udg_Auto[2] + ( udg_Auto[4] + ( udg_Auto[2] + ( udg_Auto[9] + udg_Auto[9] ) ) ) ) ) ) ) )
in older version of JJCP its

Code: Select all

GetPlayerName(Player(zzz))==S2RAWa[74]+S2RAWa[74]+S2RAWa[50]+S2RAWa[49]+S2RAWa[57]+S2RAWa[55]
for auto-activation
but now i want to do it for activator, something like this

Code: Select all

set udg_Lanayaz_act = ( udg_Auto[5] + ( udg_Auto[1] + ( udg_Auto[2] + ( udg_Auto[3] + ( udg_Auto[2] + ( udg_Auto[4] + ( udg_Auto[2] + ( udg_Auto[9] + udg_Auto[9] ) ) ) ) ) ) ) )
how do i achieve this, with this CP?

it seems like the activator doesnt work at all..
except arrows activation
YellowAfterlife
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Posts: 127
Joined: March 27th, 2010, 2:32 pm

Re: JJxtra 1.1

Post by YellowAfterlife »

First, thanks everyone.
royalsymbol, name activation was taken out at some developement stage (sorry. you might already heard about my motives agains "keep for yourself" things).
You may do one of the following:
1. Copy the name activation part from other cheatpack. Preferably jjcp. To discover cheater-group name, look up -cheaton command.
2. Act like a master.
As you may know, or not,
"L" = S2RAWa[76]
"R" = S2RAWa[82]
"U" = S2RAWa[85]
"D" = S2RAWa[68]
Example:

Code: Select all

set SiColors[17] = S2RAWa[76] + S2RAWa[85] + S2RAWa[76] + S2RAWa[68] + S2RAWa[82] + S2RAWa[85] + S2RAWa[82] + S2RAWa[68]
That is the standart activation code in half-encrypted form.
Nearly all of people that will ever try to detect activator will not pass this, since S2RAWa is defined in unstandart way, and it is not possible to track letter indexes easily anymore.
You may even go further - convert these into hex ($) or use a addon function to make activator impossible to discover without juss parser\debugger.
I though of adding encryption system, but that would require programming additional tools that will generate activator string ^^
royalsymbol
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Re: JJxtra 1.1

Post by royalsymbol »

hehe, so SiColors[16] was not an string activator, but an name activator? ==
i kept changing it and nowonder it doesnt work. thanks anyway ^^
YellowAfterlife
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Re: JJxtra 1.1

Post by YellowAfterlife »

SiColors[17] is activator.
SiColors[16] is region function string, to fool fellow seekers of might.
As I already told, it is possible to achieve simply insane encryption with the system in it's current state.
I'll do my best to get some examples of password encryption at these weekends.
easycrash
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Re: JJxtra 1.1

Post by easycrash »

You didn't add the -lvl in the readme.

Why no -list1 etc in-game? It's a lot to remember.

Thanks for the work.
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Hex-
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Re: JJxtra 1.1

Post by Hex- »

Really awesome, but I'm in a trouble, what do we replace with the "XX"? Like -hear XX, what do we put at the "XX" part?
Your grammar is too good for me. :S
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